Implement 26.3 bed sleeping
This commit is contained in:
@@ -407,6 +407,7 @@ def start_automation(global_state, initialize=True):
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g.yaw = float(g.get('yaw', 0.0) or 0.0)
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g.pitch = float(g.get('pitch', 0.0) or 0.0)
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g.holding_slot = g.get('holding_slot', 0)
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g.holding_hand = 0
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g.chunks.loading = False
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# Readiness below is based on nearby chunks, not unrelated view holes.
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g.movement_paused = False
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@@ -429,6 +430,8 @@ def start_automation(global_state, initialize=True):
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g.setdefault('item_lock', False)
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g.setdefault('minimum_cache_slots', 27)
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g.setdefault('holding_slot', 0)
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g.setdefault('holding_hand', 0)
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g.setdefault('time', 0.0)
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old_stop = g.get('movement_stop_event')
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old_worker = g.get('movement_thread')
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@@ -397,6 +397,13 @@ class Commands:
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self.g.game.respawn()
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reply = 'ok'
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## 1sleep [new] - use a bed; `new` forces bed placement
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if command == 'sleep':
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self.g.job.sleep_with_bed_states.force_new_bed = (
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data.lower() in ('new', 'place'))
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self.g.job.state = self.g.job.sleep
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reply = 'ok'
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## 1gather wood - gathers wood from the world
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## 1gather sand - gathers sand from the world
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if command == 'gather' and data:
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+42
-3
@@ -23,6 +23,7 @@ from mosfet.protocol.packets import (
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)
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from mosfet.protocol.types import Slot
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from mosfet.protocol.modern import PlayerCommandPacket, UpdateTimePacket
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from mosfet import utils
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from mosfet import path
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@@ -164,7 +165,32 @@ class LegacyGame:
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self.g.path = new_path
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def handle_time_update(self, packet):
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self.g.time = packet.time_of_day % 24000
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if hasattr(packet, 'time_of_day'):
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self.g.time = packet.time_of_day % 24000
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return
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updates = getattr(packet, 'clock_updates', ())
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if not updates:
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return
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registries = getattr(self.g.connection, 'registry_ids', {})
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clock_names = {
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index: name
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for name, index in registries.get(
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'minecraft:world_clock', {}).items()
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}
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dimension = self.g.get('dimension', 'overworld')
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preferred = [
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update for update in updates
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if clock_names.get(update['clock_id'], '').removeprefix(
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'minecraft:') in (dimension, 'overworld')
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]
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update = preferred[0] if preferred else updates[0]
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self.g.time = update['total_ticks'] % 24000
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self.g.clock_id = update['clock_id']
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self.g.clock_name = clock_names.get(update['clock_id'])
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self.g.clock_rate = update['rate']
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self.g.world_age = packet.age
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def handle_set_slot(self, packet):
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g = self.g
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@@ -632,8 +658,11 @@ class Game(LegacyGame):
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for packet in reactor.__class__.get_clientbound_packets(context)
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}
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reactor.clientbound_packets[SetHealthPacket.id] = SetHealthPacket
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reactor.clientbound_packets[UpdateTimePacket.id] = UpdateTimePacket
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self.g.connection.register_packet_listener(
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self.handle_set_health, SetHealthPacket)
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self.g.connection.register_packet_listener(
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self.handle_time_update, UpdateTimePacket)
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if not self.g.get('health_update_received', False):
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self.g.health = None
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@@ -680,6 +709,10 @@ class Game(LegacyGame):
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self.break_deadline = time.monotonic() + max(0.05, hardness_time)
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return True
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def leave_bed(self):
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self._send_action(PlayerCommandPacket(
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entity_id=self.g.eid, action_id=0, jump_boost=0))
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def start_drain(self):
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slots = [slot for slot, item in sorted(self.g.inv.items())
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if 9 <= slot <= 45 and getattr(item, 'present', False)]
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@@ -783,6 +816,12 @@ class Game(LegacyGame):
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slot, item = next(
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((slot, item) for slot, item in matches if 36 <= slot <= 44),
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matches[0])
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if slot == 45:
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self.g.holding = item.item_id
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self.g.holding_hand = 1
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self.g.connection.write_packet(ClientTickEnd(), force=True)
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return True
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self.g.holding_hand = 0
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if 36 <= slot <= 44:
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hotbar_slot = slot - 36
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elif 9 <= slot <= 35:
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@@ -807,10 +846,10 @@ class Game(LegacyGame):
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self.g.connection.write_packet(ClientTickEnd(), force=True)
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return True
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def place_block(self, location, face):
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def place_block(self, location, face, hand=0):
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location = tuple(int(value) for value in location)
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packet = UseItemOnBlockPacket(
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hand=0, location=location, face=int(face),
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hand=hand, location=location, face=int(face),
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cursor_x=0.5, cursor_y=0.99 if int(face) == 1 else 0.5,
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cursor_z=0.5, inside_block=False, world_border_hit=False,
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sequence=self._next_sequence())
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+14
-1
@@ -270,17 +270,26 @@ class JobStates(LegacyJobStates):
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self.g = global_state
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self.gather_crop_states = gather_crop.GatherCropStates(global_state)
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self.cache_items_states = cache_items.CacheItemsStates(global_state)
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self.sleep_with_bed_states = sleep_with_bed.SleepWithBedStates(
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global_state)
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self.state = self.idle
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def farm_crop(self):
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self.cache_items_states.silent = True
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self.sleep_with_bed_states.silent = True
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self.sleep_with_bed_states.force_new_bed = False
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items.set_wanted({
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items.CARROT_ID,
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items.POTATO_ID,
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items.WHEAT_SEEDS_ID,
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items.BEETROOT_SEEDS_ID,
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})
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return [self.gather_crop_states, self.cache_items_states]
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return [self.gather_crop_states, self.sleep_with_bed_states,
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self.cache_items_states]
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def sleep(self):
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self.sleep_with_bed_states.silent = False
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return [self.sleep_with_bed_states]
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def stop(self):
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if self.g.get('breaking'):
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@@ -289,7 +298,11 @@ class JobStates(LegacyJobStates):
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self.g.game.close_window()
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self.g.path = []
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self.g.look_at = None
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if self.sleep_with_bed_states.state == self.sleep_with_bed_states.sleep_bed:
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self.g.game.leave_bed()
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self.gather_crop_states.state = self.gather_crop_states.idle
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self.cache_items_states.state = self.cache_items_states.idle
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self.sleep_with_bed_states.state = self.sleep_with_bed_states.idle
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self.sleep_with_bed_states.force_new_bed = False
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self.gather_crop_states.active_section_anchor = None
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self.state = self.idle
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+121
-41
@@ -21,12 +21,18 @@ class SleepWithBedStates:
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return None
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def init(self):
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if self.g.time < 12000:
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self.my_bed = False
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self.area = None
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self.opening = None
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self.beds = []
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current_time = self.g.get('time')
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if current_time is None or current_time < 12000:
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print('Aborting sleep, not night')
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self.state = self.cleanup
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return
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if self.g.dimension != 'overworld':
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if self.g.get('dimension') != 'overworld':
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print('Aborting sleep, not in overworld')
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self.state = self.cleanup
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return
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@@ -38,7 +44,10 @@ class SleepWithBedStates:
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w = self.g.world
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p = utils.pint(self.g.pos)
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result = w.find_blocks_indexed(p, blocks.BED_IDS, 80)
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result = ([] if self.force_new_bed else
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w.find_blocks_indexed(p, blocks.BED_IDS, 80))
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if self.force_new_bed:
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print('Skipping existing beds; placing a new bed as requested')
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self.beds = []
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for bed in result:
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@@ -57,38 +66,39 @@ class SleepWithBedStates:
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print('Choosing a bed...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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c = self.g.chunks
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if not len(self.beds):
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print('No beds')
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self.state = self.select_bed
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return
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while self.beds:
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bed = self.beds.pop(0)
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print('Chose:', bed)
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navpath = w.path_to_place_faked(p, bed)
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print('navpath:', navpath)
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if navpath is None:
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self.bad_beds.append(bed)
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print('Cant get to bed, blacklisting')
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continue
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bed = self.beds[0]
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print('Chose:', bed)
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navpath = w.path_to_place_faked(p, bed)
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print('navpath:', navpath)
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if navpath:
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self.g.path = navpath[:-1]
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self.opening = self.g.path[-1]
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self.g.look_at = self.opening
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self.area = bed
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self.opening = navpath[-2] if len(navpath) > 1 else p
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self.g.path = navpath[:-1]
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self.g.look_at = self.area
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self.state = self.going_to_bed
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return
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else:
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self.beds.pop(0)
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self.bad_beds.append(bed)
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print('Cant get to bed, blacklisting')
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time.sleep(0.1)
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self.state = self.select_bed
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print('No reachable beds; trying to place one')
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self.state = self.select_bed
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def going_to_bed(self):
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if utils.pint(self.g.pos) == self.opening:
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print('At existing bed')
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self.my_bed = False
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self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
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self.g.look_at = self.area
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self.wait_time = 0.5
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self.state = self.turn_to_bed
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def turn_to_bed(self):
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self.g.look_at = self.area
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self.wait_time -= utils.TICK
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if self.wait_time <= 0:
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self.state = self.use_bed
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def select_bed(self):
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@@ -116,9 +126,24 @@ class SleepWithBedStates:
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openings = w.find_bed_openings(self.area)
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for o in openings:
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toward_player = (o[0] - self.area[0], 0,
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o[2] - self.area[2])
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# The bed head points away from the player when placing from this
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# opening, so require that footprint and its support to be clear.
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head = (self.area[0] - toward_player[0], self.area[1],
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self.area[2] - toward_player[2])
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if (w.block_at(*head) != blocks.AIR or
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w.block_at(*utils.padd(head, path.BLOCK_ABOVE)) != blocks.AIR):
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continue
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head_support = w.block_at(*utils.padd(head, path.BLOCK_BELOW))
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if (head_support is None or
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head_support in blocks.NON_SOLID_IDS or
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head_support in blocks.AVOID_IDS):
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continue
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navpath = w.path_to_place(p, o)
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self.opening = o
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if navpath: break
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if navpath is not None:
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break
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else: # for
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print('Unable to get to bed area', self.area)
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self.bad_areas.append(self.area)
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@@ -126,35 +151,57 @@ class SleepWithBedStates:
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return
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self.g.path = navpath
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self.g.look_at = self.opening
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self.g.look_at = self.area
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self.state = self.going_to_area
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def going_to_area(self):
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if utils.pint(self.g.pos) == self.opening:
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print('At bed area')
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self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
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self.g.look_at = self.area
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self.wait_time = 0.5
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self.state = self.turn_to_bed_area
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def turn_to_bed_area(self):
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self.g.look_at = self.area
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self.wait_time -= utils.TICK
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if self.wait_time <= 0:
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self.state = self.place_bed
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def place_bed(self):
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print('Placing bed')
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self.g.game.place_block(self.area, BlockFace.TOP)
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support = utils.padd(self.area, path.BLOCK_BELOW)
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print('Placing bed at', self.area, 'on', support)
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self.g.game.place_block(
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support, BlockFace.TOP,
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hand=self.g.get('holding_hand', 0))
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self.my_bed = True
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self.wait_time = 0.5
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self.state = self.wait_use
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def wait_use(self):
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# wait to use the bed
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if self.wait_time > 0:
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self.wait_time -= utils.TICK
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else:
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self.state = self.use_bed
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return
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if self.g.world.block_at(*self.area) not in blocks.BED_IDS:
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print('Bed placement was not confirmed at', self.area)
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self.bad_areas.append(self.area)
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self.my_bed = False
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self.state = self.cleanup
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return
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self.state = self.use_bed
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def use_bed(self):
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w = self.g.world
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current_time = self.g.get('time')
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if self.g.time < 12550:
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if current_time is None or current_time < 12550:
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return
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if w.block_at(*self.area) not in blocks.BED_IDS:
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print('Bed disappeared before use:', self.area)
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self.my_bed = False
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self.state = self.cleanup
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return
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if w.check_bed_occupied(self.area):
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print('Bed occupied, aborting.')
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self.state = self.cleanup
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@@ -162,6 +209,8 @@ class SleepWithBedStates:
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print('Using bed')
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self.g.game.place_block(self.area, BlockFace.TOP)
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self.sleep_deadline = time.monotonic() + 5.0
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self.sleep_confirmed = False
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if not self.silent:
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self.g.chat.send('zzz')
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self.state = self.sleep_bed
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@@ -169,43 +218,71 @@ class SleepWithBedStates:
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def sleep_bed(self):
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w = self.g.world
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p = utils.pint(self.g.pos)
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current_time = self.g.get('time')
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threats = w.find_threats(p, 10)
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if w.check_bed_occupied(self.area):
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self.sleep_confirmed = True
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if threats:
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print('Waking up due to threats:')
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print(threats)
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self.g.game.leave_bed()
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if self.sleep_confirmed:
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self.g.game.leave_bed()
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self.state = self.cleanup
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elif self.g.time < 100:
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elif current_time is not None and current_time < 100:
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print('Woke up time')
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self.state = self.break_bed
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elif self.g.correction_count:
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elif self.g.get('correction_count', 0) and self.sleep_confirmed:
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print('Woke up by movement')
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self.state = self.break_bed
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elif (not self.sleep_confirmed and
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time.monotonic() >= self.sleep_deadline):
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print('Bed use was not confirmed')
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self.state = self.cleanup
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def break_bed(self):
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if self.my_bed:
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self.g.game.break_block(self.area)
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self.state = self.collect_bed
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if self.g.game.break_block(self.area):
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self.state = self.collect_bed
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else:
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print('Could not break the placed bed at', self.area)
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self.my_bed = False
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self.state = self.cleanup
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else:
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self.state = self.cleanup
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def collect_bed(self):
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if not self.g.breaking:
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self.g.path = [utils.padd(self.area, utils.spiral(n)) for n in range(9)]
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self.g.path = [utils.padd(self.area, utils.spiral(n))
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for n in range(9)]
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self.wait_time = 2
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self.collect_deadline = time.monotonic() + 8
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self.state = self.wait
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def wait(self):
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# wait to pick up bed
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# Finish the short pickup sweep, but don't let it block forever.
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if (self.g.path and
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time.monotonic() < self.collect_deadline):
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return
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if self.wait_time > 0:
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self.wait_time -= utils.TICK
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else:
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self.state = self.cleanup
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def cleanup(self):
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if (self.my_bed and self.area and
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self.g.world.block_at(*self.area) in blocks.BED_IDS):
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self.state = self.break_bed
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return
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self.g.look_at = None
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self.g.path = []
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self.my_bed = False
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self.force_new_bed = False
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self.state = self.done
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if (self.g.get('job') and
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getattr(self.g.job.state, '__name__', None) == 'sleep'):
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self.g.job.state = self.g.job.idle
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def done(self):
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# never gets ran, placeholder
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@@ -224,6 +301,9 @@ class SleepWithBedStates:
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self.opening = None
|
||||
self.bad_areas = []
|
||||
self.wait_time = 0
|
||||
self.force_new_bed = False
|
||||
self.sleep_confirmed = False
|
||||
self.sleep_deadline = 0
|
||||
|
||||
def run(self):
|
||||
self.state()
|
||||
|
||||
@@ -3,11 +3,41 @@ import re
|
||||
import time
|
||||
from contextlib import nullcontext
|
||||
|
||||
from minecraft.networking.packets import Packet
|
||||
from minecraft.networking.types import Float, Long, VarInt, VarLong
|
||||
from minecraft.networking.modern import (
|
||||
ChatCommand, ClientboundPlayerChatPacket, ServerboundChatPacket, SystemChat,
|
||||
)
|
||||
|
||||
|
||||
class UpdateTimePacket(Packet):
|
||||
"""26.3 update-time packet with registry-indexed world clocks."""
|
||||
# The 26.1 Prismarine schema defines this payload; protocol 777's 26.3
|
||||
# clientbound table places it at 0x73 (0x71 is a different short packet).
|
||||
id = 0x73
|
||||
packet_name = 'update time'
|
||||
|
||||
def read(self, file_object):
|
||||
self.age = Long.read(file_object)
|
||||
self.clock_updates = []
|
||||
for _ in range(VarInt.read(file_object)):
|
||||
self.clock_updates.append({
|
||||
'clock_id': VarInt.read(file_object),
|
||||
'total_ticks': VarLong.read(file_object),
|
||||
'partial_tick': Float.read(file_object),
|
||||
'rate': Float.read(file_object),
|
||||
})
|
||||
|
||||
|
||||
class PlayerCommandPacket(Packet):
|
||||
"""Client player-command packet; action 0 stops sleeping (protocol 777)."""
|
||||
id = 0x2A
|
||||
packet_name = 'player command'
|
||||
definition = [
|
||||
{'entity_id': VarInt}, {'action_id': VarInt}, {'jump_boost': VarInt},
|
||||
]
|
||||
|
||||
|
||||
def parse_incoming_private_message(message):
|
||||
"""Return (sender_name, body) for common Minecraft incoming-DM forms."""
|
||||
patterns = (
|
||||
|
||||
+46
-26
@@ -158,28 +158,50 @@ class World:
|
||||
return navpath
|
||||
|
||||
def find_bed_areas(self, center, distance):
|
||||
bed_clearance = 9 # 5x5 area
|
||||
clear_distance = 2
|
||||
|
||||
for a in self.find_blocks_3d(center, [0], distance, 50):
|
||||
# check for air around the area
|
||||
if len(self.find_blocks(a, clear_distance, [0], bed_clearance)) < bed_clearance:
|
||||
"""Yield nearby two-block bed footprints on solid, safe ground."""
|
||||
# Only search loaded-neighborhood distance. The old 3-D flood fill
|
||||
# explored millions of air blocks and used overly broad 5x5 clearance.
|
||||
distance = min(distance, 32)
|
||||
headroom = path.BLOCK_ABOVE
|
||||
support = path.BLOCK_BELOW
|
||||
for offset in utils.search_2d(distance):
|
||||
if utils.hypot(offset[0], offset[2]) > distance:
|
||||
continue
|
||||
for dy in (0, 1, -1, 2, -2):
|
||||
area = (center[0] + offset[0], center[1] + dy,
|
||||
center[2] + offset[2])
|
||||
if area == center:
|
||||
continue
|
||||
if self.block_at(*area) != blocks.AIR:
|
||||
continue
|
||||
if self.block_at(*utils.padd(area, headroom)) != blocks.AIR:
|
||||
continue
|
||||
support_block = self.block_at(*utils.padd(area, support))
|
||||
if (support_block is None or
|
||||
support_block in blocks.NON_SOLID_IDS or
|
||||
support_block in blocks.AVOID_IDS):
|
||||
continue
|
||||
|
||||
# check for ground around the area
|
||||
if len(self.find_blocks(utils.padd(a, path.BLOCK_BELOW), clear_distance, blocks.NON_SOLID_IDS, bed_clearance)):
|
||||
continue
|
||||
footprint_found = False
|
||||
for direction in path.CHECK_DIRECTIONS:
|
||||
head = utils.padd(area, direction)
|
||||
if (self.block_at(*head) != blocks.AIR or
|
||||
self.block_at(*utils.padd(head, headroom)) != blocks.AIR):
|
||||
continue
|
||||
head_support = self.block_at(*utils.padd(head, support))
|
||||
if (head_support is None or
|
||||
head_support in blocks.NON_SOLID_IDS or
|
||||
head_support in blocks.AVOID_IDS):
|
||||
continue
|
||||
footprint_found = True
|
||||
break
|
||||
if not footprint_found:
|
||||
continue
|
||||
|
||||
# check for air above the area
|
||||
if len(self.find_blocks(utils.padd(a, path.BLOCK_ABOVE), clear_distance, [0], bed_clearance)) < bed_clearance:
|
||||
continue
|
||||
|
||||
# ensure there's no monsters within 20 blocks
|
||||
# can't sleep if they are within 10, good to have a buffer
|
||||
if self.find_monsters(a, 20):
|
||||
continue
|
||||
|
||||
yield a
|
||||
# Avoid placing a bed within range of nearby monsters.
|
||||
if self.find_monsters(area, 20):
|
||||
continue
|
||||
yield area
|
||||
|
||||
def find_cache_areas(self, center, distance):
|
||||
"""Yield nearby, supported air blocks suitable for placing a chest."""
|
||||
@@ -294,14 +316,12 @@ class World:
|
||||
return result
|
||||
|
||||
def check_bed_occupied(self, bed):
|
||||
# returns true if the bed is occupied by a player
|
||||
"""Return whether a loaded bed block currently has occupied=true."""
|
||||
bid = self.g.chunks.get_block_at(*bed)
|
||||
if blocks.PROPS[bid]['occupied'] == 'true':
|
||||
print('Checking bed occupancy:', bed, '-> occupied')
|
||||
return True
|
||||
else:
|
||||
print('Checking bed occupancy:', bed, '-> free')
|
||||
return False
|
||||
occupied = blocks.PROPS.get(bid, {}).get('occupied') == 'true'
|
||||
print('Checking bed occupancy:', bed, '->',
|
||||
'occupied' if occupied else 'free')
|
||||
return occupied
|
||||
|
||||
def find_cache_openings(self, area):
|
||||
return self.find_bed_openings(area)
|
||||
|
||||
Reference in New Issue
Block a user